Planet Coaster is Roller Coaster Tycoon 3 2. So.. fine?
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# ? Jan 22, 2018 05:49 |
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# ? May 24, 2024 13:02 |
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I don't know... in a thread with people showing off players individually placing highway supports, intermodal containers and that one guy who hand places cracks in the road I don't think the ride is too far in of the relm of 'insane'. At 10 minutes long (give or take) station to station it's more the length of one of those 3D immersive simulations than a roller coaster but it still looks fun. Those self-destruct alarms brought back some memories, too. Gotta go dig up the trilogy and watch them again. Or at least the first 2 movies anyway. MikeJF posted:How's planet coaster at making cool themed rides when you don't want to put in absurd effort? It's got a pretty bad economic model - or at least it did the last time I played. If you want to go in with the idea of making a normal, profitable park then you'll have a tough time of it. It's really just about building the Disneyland of your dreams in sandbox mode.
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# ? Jan 22, 2018 05:52 |
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MikeJF posted:How's planet coaster at making cool themed rides when you don't want to put in absurd effort? Psychotic Weasel posted:It's got a pretty bad economic model - or at least it did the last time I played. If you want to go in with the idea of making a normal, profitable park then you'll have a tough time of it. It's really just about building the Disneyland of your dreams in sandbox mode. Planet Coaster is to [park sim of your choice] as C:S is to [other city sim of choice] — low on management, high on bonzai factor. The modding and ability to do what you want with the base assets is where the two go different ways, for better or worse.
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# ? Jan 22, 2018 06:13 |
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It took me hours to get a park running at a profit with costs on. There are a lot of things you don't really get told, like you want to try to keep ride costs at $6 per "star" on the ride, or how making your queues look pretty (read, slamming enough props down on it) is super important, or how overtraining staff is a bad idea and you want to just train people who have "high" workload and then pay them more to ensure they don't leave when mad, or how you want to set up where they work with bigger parks to avoid all of them hanging around one place and... Just play it in sandbox mode if you want to create pretty things.
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# ? Jan 22, 2018 12:30 |
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Oh, I was planning to sandbox. I meant how fiddly and annoying is it to make cool and good stuff.
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# ? Jan 22, 2018 12:50 |
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turn off the TV posted:https://www.youtube.com/watch?v=_6l0tt0zPX4&t=331s Many people are mentally ill, but few manage to create loving masterpieces as a result.
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# ? Jan 22, 2018 12:57 |
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OwlFancier posted:Many people are mentally ill, but few manage to create loving masterpieces as a result. No doubt, but sitting down and making an absurdly detailed recreation of Aliens in Planet Coaster is right up the alley of the stuff that I've done due to ADHD.
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# ? Jan 22, 2018 15:26 |
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If it's like me it's more like you pour a ridiculous amount of effort into it for no reason for a few weeks, get it 90% complete, and then wander off and never finish.
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# ? Jan 22, 2018 16:04 |
I'm not sure what happened here. I didn't place it. But yes this was basically the easiest way to solve a traffic bottleneck from a highway. I hope residents don't mind a little rumble from the basement. Something else, I just picked up the game again after not having touched it for a year+ or so, went over my mods list and removed deprecated/broken ones, started a fresh city. But it seems my residential RICO buildings are all broken, every huge tower only houses a single family. Where do I begin looking for a fix? I'm also using the WG Realistic Population mod.
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# ? Jan 22, 2018 16:24 |
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turn off the TV posted:No doubt, but sitting down and making an absurdly detailed recreation of Aliens in Planet Coaster is right up the alley of the stuff that I've done due to ADHD. There's a guy on YouTube who uses Nolimit Coaster 2 to recreate every Rammstein tour's signature concert, complete with lighting changes and moving scaffolds. That poo poo is no joke. Give people the assets and they will go to town
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# ? Jan 22, 2018 18:09 |
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dogstile posted:It took me hours to get a park running at a profit with costs on. There are a lot of things you don't really get told, like you want to try to keep ride costs at $6 per "star" on the ride, or how making your queues look pretty (read, slamming enough props down on it) is super important, or how overtraining staff is a bad idea and you want to just train people who have "high" workload and then pay them more to ensure they don't leave when mad, or how you want to set up where they work with bigger parks to avoid all of them hanging around one place and... Disappointing. I have very limited time with PC, because I was never really able to get into it the way I got into older RCT games. At least it seems it might not have been me. I just can't connect with sims that have weird arbitrary "solutions" that get in the way of having fun and don't seem to make sense. I'm sure the old SC games have weird solutions too, since crazy high pop towns and speedruns exist, but I never felt like the simulation was prohibitive, outside of SC4 I guess.
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# ? Jan 22, 2018 18:46 |
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Went hogwild with the detailing for a couple of hours, forgot to save, and accidentally activated the tornado disaster:
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# ? Jan 22, 2018 21:16 |
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Koesj posted:Went hogwild with the detailing for a couple of hours, forgot to save, and accidentally activated the tornado disaster: Well, as far as disaster areas go it looks really good.
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# ? Jan 22, 2018 21:27 |
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nielsm posted:I'm not sure what happened here. I didn't place it. Green Cities update broke high-density RICO mod buildings (when using WG Realistic Pop) and the creator hasn't fixed it yet. There's a community patch which is a replacement for the whole mod until the guy updates it : https://steamcommunity.com/sharedfiles/filedetails/?id=1204126182
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# ? Jan 22, 2018 21:32 |
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Koesj posted:Went hogwild with the detailing for a couple of hours, forgot to save, and accidentally activated the tornado disaster: This is why you don't buy the disasters DLC. Although even without the DLC fires spread and flooding can demolish buildings and props. I did a ton of detailing then caused a huge tsunami with terraforming, normally this was no problem but post-disasters water actually ruined things. Nearly rage-quit. Did find a mod though that makes props and buildings 100% safe from such effects though!
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# ? Jan 22, 2018 21:50 |
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Baronjutter posted:This is why you don't buy the disasters DLC. I need this mod.
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# ? Jan 22, 2018 21:51 |
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Cool now I can take my love for soviet apartment blocks and trams out of Skylines and into real life plus everyone at work now knows exactly what sort of nerd I am.
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# ? Jan 22, 2018 22:00 |
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serious gaylord posted:I need this mod. Screw that. I need a mod that lets me pump water off of flat land and back into the river, rather than stay around forever. It's lovely how this game models the way a single puddle of accidentally-placed-water-pump-splashover to be slightly more permanent and debilitating to land usefulness than a nuclear meltdown.
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# ? Jan 22, 2018 22:24 |
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turn off the TV posted:No doubt, but sitting down and making an absurdly detailed recreation of Aliens in Planet Coaster is right up the alley of the stuff that I've done due to ADHD. I don't understand viewing mods and content through the prism of "what sort of mental illness drove this person to make it" Like I thought you were joking at first but it seems you're pretty serious. I'm sorry about your ADHD or whatever but uhh... why does it make you try to define human effort through the lens of pathology? Maybe you can simply have those thoughts instead of sharing them if that's 100% the way you see things.
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# ? Jan 22, 2018 22:36 |
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Ham Sandwiches posted:I don't understand viewing mods and content through the prism of "what sort of mental illness drove this person to make it" You're right, I'm sorry. It's a lot more likely that the dude is just a coke fiend.
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# ? Jan 22, 2018 22:49 |
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Tippis posted:Screw that. I need a mod that lets me pump water off of flat land and back into the river, rather than stay around forever. Yeah, I was one of those people who considered a city building game without disasters to be unfinished but clearly the Skylines engine just can't handle them. It's amazing how SimCity with its UFO abductions and Godzilla attacks feels more believable than C:S having too much water sometimes.
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# ? Jan 23, 2018 04:31 |
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Baronjutter posted:Cool now I can take my love for soviet apartment blocks and trams out of Skylines and into real life plus everyone at work now knows exactly what sort of nerd I am. Can you post a few choice scans/pics of the book?
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# ? Jan 23, 2018 05:57 |
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Bold Robot posted:Can you post a few choice scans/pics of the book? Yeah I'll get some choice pages. What's great though is that I'm recognizing a bunch of my skylines soviet apartment building assets and now understand the naming conventions and development/design histories.
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# ? Jan 23, 2018 06:08 |
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Here's some of the more urban planning related stuff Typical superblocks Self-sufficient "microdistricts" centered around transit stops. I've plopped this exact apartment so so many times. They have diagrams and plans like this for pretty much every design of apartment building ever built in the soviet union. Cool cross sections Lots of full page photos And tons and tons of text only interesting to huge nerds
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# ? Jan 23, 2018 06:25 |
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Dang that's super interesting; looks a lot like some W. European high-rise projects from the 60s. Haven't connected my elevated expressways to the network yet but these are starting to look pretty decent:
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# ? Jan 23, 2018 14:15 |
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That's looking fantastic
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# ? Jan 23, 2018 16:22 |
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That looks great, Koesj. When I saw the thumbnail I thought "oh, that's the section of the 5 by Tustin." You captured that style perfectly.
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# ? Jan 23, 2018 16:51 |
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I wish that architectural history was more of a thing, it's actually really interesting once you start looking into it. One of the most interesting classes that I took in college was a general overview of Japan between 1860 and 1944, and we read a few books about architecture and urbanization that I can't remember the names of for the life of me. One of the most interesting things, which I ended up writing that class's research paper about, was the way that Western architecture was seen as being superior and more modern than traditional Japanese homes, in large part due to a belief that the age and permanence of a civilization's architecture was demonstrative of its values. Well to do Japanese suburbanites would try to have a guest room in their house that would be in Western style, complete with furnishings, and a lot of American and European firms were hired to build Western style buildings throughout the country. However, the 1891 Mino–Owari earthquake destroyed a lot of the Western structures in the area, while traditional Japanese designs fared much better, starting a Japanese effort to design quake-proof buildings. When the 1906 earthquake hit San Francisco one of the members of the Japanese institute visited the site and evaluated the damage to various types of structures and where those structures were geographically situated. With the information that they had gathered a new set of standards were devised, with structures build after 1908 throughout the country adhering to them. When the 1923 Tokyo earthquake hit the Japanese designed buildings were largely undamaged, while those designed by western firms collapsed like they had in prior earthquakes. This was framed as a Japanese triumph over the west, and one of the many tools that the state used in promoting its nationalist ideology leading up to the Second World War. That's a really good way of handling double decked streets, I can't believe I hadn't thought of that before.
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# ? Jan 23, 2018 19:13 |
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turn off the TV posted:I wish that architectural history was more of a thing, it's actually really interesting once you start looking into it. One of the most interesting classes that I took in college was a general overview of Japan between 1860 and 1944, and we read a few books about architecture and urbanization that I can't remember the names of for the life of me. One of the most interesting things, which I ended up writing that class's research paper about, was the way that Western architecture was seen as being superior and more modern than traditional Japanese homes, in large part due to a belief that the age and permanence of a civilization's architecture was demonstrative of its values. Well to do Japanese suburbanites would try to have a guest room in their house that would be in Western style, complete with furnishings, and a lot of American and European firms were hired to build Western style buildings throughout the country. There's a story in the book about a huge earthquake that killed like 100,000 people, but most all the soviet built buildings survived, it was just the local traditional mud-brick stuff that turned into piles of dust. This was seen as a triumph of soviet progress and that local traditions and materials need to be swept away by modern methods. They did a lot of seismic research going forward though when they started to design buildings with a crazy idea that different regions/countries might have different needs rather than a one design fits all approach. In countries with earthquake risks there was more structural reinforcements, in hot climates higher ceilings were allowed, in cold climates larger apartments (due to being stuck indoors more) were allowed as well as better insulation and smaller windows. What I found most interesting were the use of local art and design motifs. Soviet housing in russia was mostly drab and boring, but the stuff built in some of the muslim republics incorporated all sorts of islamic art and arches and looked pretty ok. With some colour and art these huge apartment block areas can be fine. What's also interesting is all the urban planning stuff. Cars were never going to be available to everyone but at the same time a worker's utopia should have everything within a safe walking distance. So you got these micro-districts where you'd have a few super-blocks of apartments but they'd be self-contained in terms of services. A school, a clinic, some shops, a daycare, lots of green space and playgrounds for kids, and transit to get you to work. Apparently this actually was quite successful as everyone I know who grew up in such districts remember them quite fondly. People wouldn't lock their doors, very young kids could freely wander in and out and travel within the superblock safely due to the lack of traffic and park-like setting. Neighbours knew each other, kids all knew each other. As ugly as the developments looked, they managed to foster a real sense of local community. And that's all stuff I wish skylines modeled more. I don't care about herses, tell me if a neighbourhood is pleasant, show me that people are happy because they have a short pleasant walk to work rather than a long drive. Have people drawn to that pleasant shopping street because it's pleasant. Let people gain a benefit from schools being distributed well and kids feeling safe to bike to schools due to the good infrastructure. I want to see how my nice urban planning is actually appreciated by the people who live there.
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# ? Jan 23, 2018 19:32 |
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tryna make an olympic park but i can't make things look grandiose enough
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# ? Jan 23, 2018 21:10 |
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Baronjutter posted:This is why you don't buy the disasters DLC.
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# ? Jan 24, 2018 06:29 |
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That's why I play with weather and disasters off. No lightning strikes, no forest fire, just me and my helicopters keeping the peace.
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# ? Jan 24, 2018 07:46 |
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Koesj posted:Went hogwild with the detailing for a couple of hours, forgot to save, and accidentally activated the tornado disaster: Oh wow, I love the post apocalyptic feel going on in there!
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# ? Jan 24, 2018 17:30 |
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I forgot to ask -- is there a mod or a way of granular budgeting? For example, setting trash, medical, school budgets per district instead of for the whole map? Or at least a way to segregate each district by having services within the district only service that district? I really miss the SC4 budget mechanic where you could set budgets for individual schools, hospitals, etc..
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# ? Jan 24, 2018 17:37 |
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give me thread posted:I forgot to ask -- is there a mod or a way of granular budgeting? For example, setting trash, medical, school budgets per district instead of for the whole map? Or at least a way to segregate each district by having services within the district only service that district? http://steamcommunity.com/sharedfiles/filedetails/?id=1181352643 http://steamcommunity.com/sharedfiles/filedetails/?id=1186889659 http://steamcommunity.com/sharedfiles/filedetails/?id=1186900508
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# ? Jan 24, 2018 17:58 |
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turn off the TV posted:http://steamcommunity.com/sharedfiles/filedetails/?id=1181352643 Brilliant! Thank you, I'll give these a go.
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# ? Jan 24, 2018 19:49 |
give me thread posted:I forgot to ask -- is there a mod or a way of granular budgeting? For example, setting trash, medical, school budgets per district instead of for the whole map? Or at least a way to segregate each district by having services within the district only service that district? If you wanted to make slums and neglect citizens there's probably a more direct mod for that. Oh god. Playing RimWorld has broken me.
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# ? Jan 25, 2018 06:50 |
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give me thread posted:Oh wow, I love the post apocalyptic feel going on in there! Yeah my first thought was "drat, Fallout city lookin' amazing" haha Also speaking of SC4: https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/ Crazy genius has fixed prop pox.
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# ? Jan 27, 2018 05:58 |
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My current bonsai
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# ? Jan 27, 2018 06:29 |
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# ? May 24, 2024 13:02 |
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Ms Adequate posted:Crazy genius has fixed prop pox. Holy hell. I remember the awful, bitter drama when Pegasus' umbrella props were used as an example of the root cause of Prop Pox.
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# ? Jan 27, 2018 07:11 |